investiGaming - Research Findings on Gender and Games

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investiGaming is a publication of the Serious Game Design group in the Department of Telecommunication, Information Studies, and Media at Michigan State University, 2007-2009

This gateway is partially supported by grant 0631771 from the National Science Foundation.

The opinions expressed are those of the authors and do not represent Michigan State University or the National Science Foundation.

Investigaming tag: Media Literacy

investiGaming ›  Tags ›  Media Literacy


Hobbs, Renee; Rowe, Jonelle (2009)


Handbook of Research on Effective Electronic Gaming in Education

Synopsis:

Describes “My Pop Studio” and presents a model for assessing the impact of this program on learning that incorporates the dimensions of pleasure, a sense of mastery, participation in an online community, media literacy skills, and other outcomes for girls in this age group.

Keywords:

book, chapter, case study, middle school, media literacy

Full Text: No | Abstract: Yes


Ito, Mimi (2008)


in Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Gaming, and Computing, edited by Yasmin Kafai, Carrie Heeter, Jill Denner, Jen Sun, MIT Press

Synopsis:

A description of Japanese gaming culture and trends.

Keywords:

book, chapter, Japan, gaming culture, gender inclusive, player type, Pokemon, npcs, media literacy

Full Text: Yes | Abstract: Yes | Highlights: Yes


Witkowski, Emma (2006)


EDU-ART

Synopsis:

Young women in Danish schools between the ages of 13 and 19, teachers, and computer technology laboratory leaders were interviewed about computer technology.

Keywords:

Denmark, case study, gender stereotypes, computer skills, IT careers, gaming culture, empowerment, self efficacy, high school, media literacy

Full Text: Yes | Abstract: Yes | Highlights: Yes